Quote from: Hannes on July 23, 2018, 10:53:56 AM
You need to create a copy of your glass card to filter the light.
First disable cast shadows in your original glass card. Then make your copied glass card invisible and leave cast shadows on. Disable all your shaders in the copied one and create a simple default shader with the negative color of your red glass's color (some green is the complementary color of your red) in the opacity color slot.
I created a localised cloud to get some godrays as well. Just for fun...
I see, well, that is definitely interesting. I made this scene for a quick test for both stained glass I wanted to do, and also light filtering for the underwater scene. I'm not sure how to translate for the water scene still but love that this is achievable. the only issue for glass is displacement really doesn't like to show.
These sort of instances also is where I really wish every shader made with a location was redone to accept a vector input.
Something that would make scene building with tons of objects and SSS's a lot easier to work with.
Matt's excuse that "they're old" and code hasn't been opened in years is depressing.